ANALISIS ANTUSIAS BELAJAR SISWA SEKOLAH DASAR TERHADAP PENGGUNAAN MEDIA FLASHCARD BERBASIS AUGMENTED REALITY : Penelitian Deskriptif Kualitatif pada Siswa Kelas V Semester 2 Materi Bangun Ruang di Salah Satu SD Kota Bandung

Hasnaa' Nabiilah, - (2022) ANALISIS ANTUSIAS BELAJAR SISWA SEKOLAH DASAR TERHADAP PENGGUNAAN MEDIA FLASHCARD BERBASIS AUGMENTED REALITY : Penelitian Deskriptif Kualitatif pada Siswa Kelas V Semester 2 Materi Bangun Ruang di Salah Satu SD Kota Bandung. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk mendeskripsikan bagaimana antusias belajar siswa terhadap penggunaan media flashcard berbasis Augmented Reality. Penelitian ini dilatarbelakangi oleh suatu pembelajaran belum memanfaatkan media, termasuk media perkembangan teknologi. Kendala lainnya kurangnya antusias belajar siswa pada pelajaran matematika khususnya materi bangun ruang. Maka terbentuklah rumusan masalah yaitu: 1) Bagaimana antusias belajar siswa ketika menggunakan media flashcard berbasis Augmented Reality pada materi bangun ruang di kelas V SD, 2) Bagaimana pemahaman siswa terhadap materi bangun ruang di kelas V SD. Upaya yang dilakukan adalah dengan pemanfaatan teknologi dalam pembelajaran khususnya media flashcard berbasis Augmented Reality yang terkenal dengan interaktif dan dapat meningkatkan antusias belajar peserta didik. Flashcard berbasis Augmented Reality adalah pengembangan flashcard media tradisional dengan menggabungkan teknologi Augmented Reality, dimana flashcard sebagai penanda untuk munculnya objek 3D berupa animasi bangun ruang. Penelitian ini menggunakan metode analisis deskriptif dengan pendekatan kualitatif. Berdasarkan hasil penelitian ditemukan bahwa hasil tes kemampuan siswa dikatakan meningkat. Hasil observasi antusias siswapun ketika menggunakan media flashcard berbasis Augmented Reality termasuk dalam kategori sangat tinggi dan mengalami peningkatan. Kemudian pendapat siswa ketika menggunakan media flashcard berbasis Augmented Reality, rata-rata siswa selalu memenuhi kriteria dari indikator antusias belajar, penggunaan media ini memiliki dampak positif, pada proses pembelajaran siswa merasa penggunaan media ini dapat membuat merasa senang dalam belajar, jadi lebih ringan menerima materi yang diberikan oleh guru, lebih mudah menerima materi karena mereka mengaku dapat mengulik materi yang disajikan, pembelajaran lebih menyenangkan dan menarik. Dari penelitian ini, disarankan setiap pembelajaran terdapat media agar terciptanya pembelajaran yang aktif dan menyenangkan. ----- This research aims to describe how enthusiastic students are about using flashcard media based on Augmented Reality. This research is motivated by learning that has not utilized the media, including the media of technological development. Another obstacle is when learning mathematics, especially the material for geometry. Then the formulation of the problem was formed, namely: 1) How enthusiastic about students' learning when using Augmented Reality-based flashcard media in building material in class V SD, 2) How do students understand building material in class V SD. Efforts are being made to use technology in learning, especially Augmented Reality-based flashcard media which is famous for being interactive and can increase students' enthusiasm for learning. flashcard media based on Augmented Reality are the development of traditional media flashcards by combining Augmented Reality technology, where flashcards serve as markers for the emergence of 3D objects in the form of spatial animations. This research uses a descriptive analysis method with a qualitative approach. Based on the results of the study, it was found that the test results of students' abilities were said to be increasing. The results of enthusiastic observations of students when using Augmented Reality-based flashcard media are included in the very high category and have increased. Then the opinion of students when using Augmented Reality-based flashcard media, on average students always meet the criteria of enthusiastic learning indicators, the use of this media has a positive impact, on the learning process students feel that using this media can make them feel happy in learning, so it is easier to accept material given by the teacher, it is easier to accept the material because they claim to be able to explore the material presented, learning is more fun and interesting. From this research, it is suggested that every learning has media to create active and fun learning.

Item Type: Thesis (S1)
Uncontrolled Keywords: Media Pembelajaran, Flashcard, Augmented Reality, Antusias Belajar Siswa. Learning Media, Flashcard, Augmented Reality, Enthusiasm for Student Learning.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: UPI Kampus cibiru > PGSD UPI Kampus cibiru
Depositing User: Hasnaa’ Nabiilah
Date Deposited: 08 Sep 2022 02:45
Last Modified: 19 Sep 2022 03:07
URI: http://repository.upi.edu/id/eprint/76929

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